Fractal Softworks Forum

Starsector => Mods => Topic started by: Jackie on September 08, 2021, 07:00:51 PM

Title: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Jackie on September 08, 2021, 07:00:51 PM
(https://i.imgur.com/QeJjOCl.png)
Download here!
(https://img.shields.io/github/downloads/JackieModMod/Better-Deserved-SMods/total?style=plastic) (https://github.com/JackieModMod/Better-Deserved-SMods/releases/download/1.33/Better.Deserved.S-Mods.zip)

S-mod in some hullmods, Get some bonuses/penalties. Only work with the selected vanilla hullmods below so far because I don't know what other effects to give for the rest or it's just a good smod in the first place to not need one. I'm open to any suggestions and balance feedback. I would not call myself an expert on vanilla balance, but this is just my opinion of it.

Instructions
If you don't like any of the changes, remove the script! It'll default back to vanilla behavior. For those mods in the Support Package section, you may have to look at the hullmod.csv for further instructions to remove them. Can be installed or uninstalled through saves! It does conflict with any mod that modifies the vanilla hullmods, but I have not found any so far.

Incompatibility Issues
This mod is a semi-conversion of the following vanilla hullmods:
Accelerated Shields, Advanced Optics, Advanced Turret Gyro, Armored Weapon Mounts, Assault Package, Augmented Engines, Automated Repair Units, Auxiliary Thrusters, Blast Doors, Converted Fighter Bay, Converted Hangar, Dedicated Targeting Core, ECCM Package, ECM Package, Efficiency Overhaul, Escort Package, Expanded Deck Crew, Expanded Magazine, Extended Shields, Flux Coil Adjunct, Flux Distributor, Front Shield Conversion, Makeshift Shield Generator, Hardened Subsystem, Heavy Armor, Heavy Scatter Amplifier, Insulated Engine Assembly, Integrated Point Defense AI, Militarized Subsystems, Nav Relay, Omni Shield Conversion, Operation Centers, Reinforced Bulkheads, Resistant Flux Conduits, Solar Shielding, Stabilized Shields, Unstable Injector

Any mod that interferes with these listed hullmods may mean you may not see the smod bonuses/penalties. What you may do is either delete the line of the corresponding hullmod in their hull_mod.csv or leave it as it is. No crashes should come from this mod.

Armor/Hull Mods
(https://i.imgur.com/0LfIqBE.png)(https://i.imgur.com/UGW5Iir.png)(https://i.imgur.com/zafinMy.png)(https://i.imgur.com/PuZ8Spo.png)
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Engine Mods
(https://i.imgur.com/IBeRBvf.png)(https://i.imgur.com/20vqlnM.png)(https://i.imgur.com/5AzWLDt.png)
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General Mods
(https://i.imgur.com/g8QYV48.png)(https://i.imgur.com/9XOQoH4.png)(https://i.imgur.com/iXeED8g.png)(https://i.imgur.com/gFwsiXF.png)(https://i.imgur.com/1WO2GtT.png)(https://i.imgur.com/rXN1l4R.png)(https://i.imgur.com/QIC8T9U.png)(https://i.imgur.com/2Om2Ljt.png)(https://i.imgur.com/gDqX2as.png)
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Carrier Mods
(https://i.imgur.com/NpIfiY7.png)(https://i.imgur.com/QvasY2I.png)(https://i.imgur.com/460CweH.png)
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Flux Mods
(https://i.imgur.com/fwzrz47.png)(https://i.imgur.com/R24qpJy.png)(https://i.imgur.com/6mtvA4l.png)
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Shield Mods
(https://i.imgur.com/qXqWY4o.png)(https://i.imgur.com/Mt5Rmuh.png)(https://i.imgur.com/xfZ3TPc.png)(https://i.imgur.com/vm4z9bQ.png)(https://i.imgur.com/OGbwtvn.png)(https://i.imgur.com/PMhguAE.png)
(https://i.imgur.com/6zhBQnP.png)(https://i.imgur.com/3sb4agg.png)
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Package Mods
(https://i.imgur.com/2xphA9C.png)(https://i.imgur.com/CSx7cUE.png)(https://i.imgur.com/xOXzsg7.png)(https://i.imgur.com/YfJi8p2.png])(https://i.imgur.com/rwUmEG8.png)(https://i.imgur.com/qTOZ6Px.png)(https://i.imgur.com/8mkiPhj.png)
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Depreciated Mods
(https://i.imgur.com/AYsDpTR.png)(https://i.imgur.com/I7Miw0o.png)(https://i.imgur.com/67o7TX2.png)
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Credits
Thanks to PureTilt for sharing code!

Changelog
1.32
- Fixed Hardened Subsystem's bug
- Fixed Armored Weapon Mount's tooltip
1.31
- Fixed Militarized Subsystem
- Added Phase Adaptive Coils
1.3 - New Smods!
- There is now a setting in setting.json you must set to TRUE for built-in hullmods to function like S-Mods.
- Removed Assault and Escort Package from selection (bonuses transferred to Militarized Subsystem)
- Temporarily removed Augmented Drive Field S-Mod for the time being.
- A lot of hullmods got changed. Check the forum thread to see what changed mostly.
1.2 - New Smods!
- Augmented Drive Field now has an S-Mod Bonus: reduces the ship's sensor profile by 20%.
- Automated Repair Unit now repairs 1% of your hull integrity if it's below 40%.
- Converted Fighter Bay now has an S-Mod Bonus: Adds +80 Armor and +40 Flux Dissipation per built-in cargo bay.
- Converted Hangar now has an S-Mod Bonus: Buffed Fighter Speed and Reduced Fighter Damage Taken.
- High Scatter Amplified now has an S-Mod Bonus: -30% Range on non-PD Beams and a -20% Range on PD Beams.
- Militarized Subsystems get their bonus amplified to 1.5x.
- Assault Package gets its bonus amplified to 1.5x.
- Escort Package gets its bonus amplified to 1.5x.
1.1 - GitHub release
- Oopsy fixed a CTD bug!
- Built-in Hullmods now incur their respective S-Mod Bonus.
- Adjusted description that you don't need to memorize what S-Mod Bonus it has without S-Modding!
- Accelerated Shields S-mod Modifier increased: 1.50x -> 2.00x.
- Advanced Optics now has an S-Mod Bonus: +5% Beam Damage.
- Advanced Turret Gyro S-mod Modifier increased: 1.00x -> 2.66x.
- Automated Repair Unit S-mod Modifier increased: 1.50x -> 1.60x.
- Blast Door S-mod Modifier Reduced Crew Casualties increased: 1.00x -> 1.50x
- ECCM Package now has an S-Mod Bonus: Part of a bonus can now be applied to fighters and bombers with missiles.
- Efficiency Overhaul now has an S-Mod Bonus: +10% Max CR.
- Expanded Deck Crews now has an S-mod Bonus: 1.5x modifier
- Extended Shields S-mod Modifier increased: 1.50x -> 1.75x.
- Built-in Heavy Armor do not suffer from smod penalties.
- Heavy Armor's armor penalty when smodded increased: 150/300/400/500 -> 125/250/325/400.
- Heavy Armor's additional manueverability penalty when smodded removed. DONE
- Hardened Shields no longer has an S-Mod Bonus and Penalty.
- Flux Distributor now has an S-Mod Bonus: Reduces flux cost from weapons by -4%. DONE
- Fixed Unstable Injector Bug
1.0 - release
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Title: Re: [0.95a] Better Deserved S-Mods
Post by: EmotionalSkyscrapers on September 08, 2021, 07:31:27 PM
Never mind balance, I think I really like the concept of this mod. It enables some really specific build and makes the game that much more interesting. Thanks!
Title: Re: [0.95a] Better Deserved S-Mods
Post by: theDragn on September 08, 2021, 07:45:44 PM
These are some really neat ideas. No clue if the balance is good or not, but it's really creative and I think you've done a great job.
Title: Re: [0.95a] Better Deserved S-Mods
Post by: Oni on September 09, 2021, 05:26:29 AM
Hmm... what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?
Title: Re: [0.95a] Better Deserved S-Mods
Post by: tantananan on September 09, 2021, 06:03:12 AM
Edit 3:
 - found the crashing problem. it's
Code
if (ship.getMutableStats().getVariant().getSMods().contains("magazines"))"
in the hullmods. I get that you want to remove the text so that it only shows up when you install it as a smod. however, making it show up all the time makes it easier to determine what hullmod i would like to install, since i can see the bonuses before installing them. Removing this line also solves the crashing issue.

 - With the shield bonuses like with omni shield. I suggest adding something like this:
Code
tooltip.addPara("S-mod Bonus: Reduction of soft flux generated by shields increased to %s.", 10f, Misc.getPositiveHighlightColor(), Misc.getHighlightColor(), "66" + "%");
if (ship == null) return;
else if (ship.getMutableStats().getVariant().getSMods().contains("frontemitter")) {
tooltip.addPara("S-mod Bonus: Reduces the amount of damage taken by shields by %s.", 10f, Misc.getPositiveHighlightColor(), Misc.getHighlightColor(), (int) SHIELD_BONUS + "%");
}else if (ship.getMutableStats().getVariant().getSMods().contains("hardenedshieldemitter")) {
tooltip.addPara("Hardened Shield Bonus: Reduces the amount of damage taken by shields by %s.", 10f, Misc.getPositiveHighlightColor(), Misc.getHighlightColor(), (int) SHIELD_BONUS + "%");
}

This way, you'll still be able to hide the hardened shield bonus when it's not present without crashing.

- Bug: Unstable Injector loses its bonus speed when installed as smod.

---------------------------------------------------------------------------------------------------------

Edit 2: Started a campaign with only this mod enabled, everything else disabled. I crash everytime i try to purchase an Expanded Magazine hullmod. Hovering over an Expanded Magazine hullmod item in your inventory also crashes the game.

Edit: It's apparently working already. Do the hullmods already installed as S Mods before installing this mod aren't affected?

Hello! This isn't working for me for some reason. what are the possible mods that would conflict with this? Thank you.
Title: Re: [0.95a] Better Deserved S-Mods
Post by: Great Wound on September 09, 2021, 03:37:28 PM
Looks awesome, was previous working on something similar myself. Never thought of applying it to vanilla mods. Good call.

As a suggestion, I would suggest expanding your mod so that it also applies the full bonus when the hullmods are built-in. Currently, the Omen is a fringe case as it doesn't receive the s-mod bonuses for its ECM package but in the interest of future proofing it would be worth adding this feature. It would also provide consistency across with other peoples mods which use built in hullmods for flavour.
Title: Re: [0.95a] Better Deserved S-Mods
Post by: Timid on September 09, 2021, 07:42:58 PM
I really think the Hardened Shield shouldn't have an S-Mod penalty at all and just keep as it is like you did with ITU(?I think) and Expanded Missile Racks.

Neat execution tho.
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: Jackie on September 10, 2021, 05:34:57 PM
(https://i.imgur.com/YfJi8p2.png])
1.1 - GitHub release (https://github.com/JackieModMod/Better-Deserved-SMods/releases/download/1.2/Better.Deserved.S-Mods.zip)
- Oopsy fixed a CTD bug!
- Built-in Hullmods now incur their respective S-Mod Bonus.
- Adjusted description that you don't need to memorize what S-Mod Bonus it has without S-Modding!
- Accelerated Shields S-mod Modifier increased: 1.50x -> 2.00x.
- Advanced Optics now has an S-Mod Bonus: +5% Beam Damage.
- Advanced Turret Gyro S-mod Modifier increased: 1.00x -> 2.66x.
- Automated Repair Unit S-mod Modifier increased: 1.50x -> 1.60x.
- Blast Door S-mod Modifier Reduced Crew Casualties increased: 1.00x -> 1.50x
- ECCM Package now has an S-Mod Bonus: Part of a bonus can now be applied to fighters and bombers with missiles.
- Efficiency Overhaul now has an S-Mod Bonus: +10% Max CR.
- Expanded Deck Crews now has an S-mod Bonus: 1.5x modifier
- Extended Shields S-mod Modifier increased: 1.50x -> 1.75x.
- Built-in Heavy Armor do not suffer from smod penalties.
- Heavy Armor's armor penalty when smodded increased: 150/300/400/500 -> 125/250/325/400.
- Heavy Armor's additional manueverability penalty when smodded removed.
- Hardened Shields no longer has an S-Mod Bonus and Penalty.
- Flux Distributor now has an S-Mod Bonus: Reduces flux cost from weapons by -4%.
- Fixed Unstable Injector Bug
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: tantananan on September 11, 2021, 01:44:44 AM
Awesome! Thanks for the update!
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: Nanao-kun on September 12, 2021, 10:32:42 AM
Pretty interesting concept. Gives players a reason to s-mod hullmods they normally wouldn't, since most of the time we just use them on what's pricy to conserve OP. Results in much more consideration between saving OP, or getting a powerful bonus, especially if the pricier ones get a bit weaker from being s-mods.

This is especially interesting for modded hullmods that modders try to balance around the fact that most players would s-mod them.
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: tantananan on September 13, 2021, 08:47:11 PM
I highly suggest adding a smod bonus for High Scatter Amplifier since most people hate the high range reduction. Maybe reduce the range reduction to half and add a small reduction to flux cost? Just a quick thought. Cheers!
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: PreConceptor on September 15, 2021, 09:53:56 PM
If the hull already has the hullmod as standard, like the Odyssey's ECCM Package, will the s-mod bonus apply?

edit: derp
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: Great Wound on September 16, 2021, 12:31:43 AM
If the hull already has the hullmod as standard, like the Odyssey's ECCM Package, will the s-mod bonus apply?

Yes.

- Built-in Hullmods now incur their respective S-Mod Bonus.
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: 6chad.noirlee9 on September 17, 2021, 09:22:51 AM
Is it safe to add mid run
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: cjuicy on September 17, 2021, 10:08:57 AM
Is it safe to add mid run
As with most other mods, it's better to start a new save if a mod changes anything already in it. This is true for updates too, and it's good practice to start a new save any time you change your mod lineup past a bug patch.
Title: Re: [0.95a] Better Deserved S-Mods
Post by: Raio_Verusia on September 19, 2021, 08:36:31 AM
Hmm... what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?

Probably a sensor profile penalty.
Title: Re: [0.95a] Better Deserved S-Mods
Post by: Pratapon51 on September 19, 2021, 11:56:06 AM
Hmm... what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?

Probably a sensor profile penalty.

I do not think ADF should receive any sort of (pure) penalty.

While I'm undecided what adjustment Augmented Drive Field ought to receive from this mod, eating up a precious S-Mod slot for something that is almost pure campaign-layer convenience on a combat ship is already an enormous downside, compared to, say, adding several tugs and using that slot for something a lot more directly useful. With any significant sensor profile penalty, heck, you may as well go with the tugs.
Title: Re: [0.95a] Better Deserved S-Mods
Post by: Great Wound on September 19, 2021, 12:47:05 PM
I do not think ADF should receive any sort of (pure) penalty.

While I'm undecided what adjustment Augmented Drive Field ought to receive from this mod, eating up a precious S-Mod slot for something that is almost pure campaign-layer convenience on a combat ship is already an enormous downside, compared to, say, adding several tugs and using that slot for something a lot more directly useful. With any significant sensor profile penalty, heck, you may as well go with the tugs.

Either +5% combat speed or -10% sensor profile works.

The first is "this engine makes me go faster, now I can in combat to" which makes it a combat/campaign layer hybrid.
The second is "this drive burns more efficiently and produces less radiation" is pure campaign layer.

Or you could go for the nice and simple +3 burn speed...
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: Amoebka on September 21, 2021, 12:08:15 PM
+5% combat speed would feel rather anemic. You only consider ADF on capital ships, and those tend to be really slow in combat too, so percentage based bonuses do little to help them.
Title: Re: [0.95a] Better Deserved S-Mods 1.1
Post by: Pratapon51 on September 21, 2021, 02:07:25 PM
Now I'm wondering .. are enemy ships with eligible built-ins and s-mods affected by this mod?
Title: Re: [0.95.1a] Better Deserved S-Mods 1.2
Post by: Jackie on September 21, 2021, 11:56:03 PM

(https://i.imgur.com/3sYppdL.png)
1.2 - New Smods! (https://github.com/JackieModMod/Better-Deserved-SMods/releases/download/1.2/Better.Deserved.S-Mods.zip)
- Augmented Drive Field now has an S-Mod Bonus: reduces the ship's sensor profile by 20%.
- Automated Repair Unit now repairs 1% of your hull integrity if it's below 40%.
- Converted Fighter Bay now has an S-Mod Bonus: Adds +80 Armor and +40 Flux Dissipation per built-in cargo bay.
- Converted Hangar now has an S-Mod Bonus: Buffed Fighter Speed and Reduced Fighter Damage Taken.
- High Scatter Amplified now has an S-Mod Bonus: -30% Range on non-PD Beams and a -20% Range on PD Beams.
- Militarized Subsystems get their bonus amplified to 1.5x.
- Assault Package gets its bonus amplified to 1.5x.
- Escort Package gets its bonus amplified to 1.5x.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: PreConceptor on September 26, 2021, 05:09:50 PM
For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: Jackie on October 04, 2021, 07:16:58 PM
For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
I do not know why that is the case if there is no difference, you could bring it up with the author of Adjusted Sector!
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: PreConceptor on October 05, 2021, 11:02:14 AM
For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
I do not know why that is the case if there is no difference, you could bring it up with the author of Adjusted Sector!
Will do, although its unlikely to be fixed soon as AdjSect author is on hiatus rn. btw, I just realized the acronym for the mod is BDSm.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: jlrperkins on October 06, 2021, 08:33:22 AM
After looking at this mod, I started thinking of a similar idea, namely hullomod synergies, where a particular combination of hullmods would bestow a particular bonus. As an example, Flux Coil Adjunct, Flux Distributor and Resistant Flux Conduits, when applied together, could give some sort of flux-related bonus, like an extra 10% to flux capacity and dissipation, and allow PD weapons to continue firing while venting or overloaded.

Anyone here remembers the Diablo 2 runewords?
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: default on October 07, 2021, 01:43:39 PM
I very much enjoy this mod. It does technically make your ships a cut above balanced, but it feels way more worth the Story Point when there's a bonus to gain. Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

After looking at this mod, I started thinking of a similar idea, namely hullomod synergies, where a particular combination of hullmods would bestow a particular bonus. As an example, Flux Coil Adjunct, Flux Distributor and Resistant Flux Conduits, when applied together, could give some sort of flux-related bonus, like an extra 10% to flux capacity and dissipation, and allow PD weapons to continue firing while venting or overloaded.
This idea is interesting, but I have one thing to say. Allowing PD weapons to fire while venting would partially counteract part the risk of venting. Also if they fired while overloaded(namely in the case of PD boats), it would basically be like it wasn't overloaded aside from its shield being down. The bonus to flux stats would be nice, but the PD weapons firing while overloaded or venting would be too much.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: PreConceptor on October 08, 2021, 09:35:09 AM
Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

The reason certain mods don't have build-in bonuses, and Heavy Armor even has a penalty, is because those mods are already the go-to build-in options due to their greater OP saving and general utility (i.e. Heavy Armor, Hardened Shields and ITU on almost everything)
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: PreConceptor on October 08, 2021, 09:48:21 AM
Another (minor) incompatibility for BDSm's Efficiency Overhaul built-in bonus with Hullmod Barratry's Efficiency Revamp submod. Likely due to Efficiency Overhaul being modified by ER so it becomes incompatible with ER's free efficiency hullmods.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: Shad on October 08, 2021, 03:08:33 PM
Like the mod! My only issue is with automated repair unit. I feel 1% hull regen up to 40 is too strong, especially on high armor capitals, combined with skill for reduced hull damage. Pretty much thain reason why hull regen was gone from vanilla. Perhaps lower the rate and/or the cap?
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: Havoc on October 11, 2021, 10:58:07 AM
hi, is there a way to activate the mod on running game? (I have zero s-mods at the moment, but some ai fleet has)
Is there something like an export function with console commands or something like that?

I just need my ships, some captains, a bit of money and my tech... at least some of it
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: default on October 11, 2021, 05:36:49 PM
Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

The reason certain mods don't have build-in bonuses, and Heavy Armor even has a penalty, is because those mods are already the go-to build-in options due to their greater OP saving and general utility (i.e. Heavy Armor, Hardened Shields and ITU on almost everything)

That's actually what I figured. Not complaining by any means.

I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: Jackie on October 11, 2021, 08:15:36 PM
I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.

No, it could be easier for the mod author to do and maintain their own bonuses themselves. You could ask them if their hullmods should have smod bonuses. I did this for vanilla purely because most of the hullmods weren't worth smodding while I found most modded hullmods were worth smodding.
Title: Re: [0.95a] Better Deserved S-Mods 1.2
Post by: nDervish on October 12, 2021, 12:09:43 AM
hi, is there a way to activate the mod on running game? (I have zero s-mods at the moment, but some ai fleet has)
Is there something like an export function with console commands or something like that?

I just need my ships, some captains, a bit of money and my tech... at least some of it
Just load the mod and any relevant s-mods will be affected.  No console commands or anything needed.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Jackie on December 13, 2021, 02:35:14 PM

(https://i.imgur.com/QeJjOCl.png)
Download 1.33 (https://github.com/JackieModMod/Better-Deserved-SMods/releases/download/1.33/Better.Deserved.S-Mods.zip)
1.33
- Removed Shield Shunt S-Mod
- Changed Resistant Flux Conduits
- Changed High Scatter Amplifier
1.32
- Fixed Hardened Subsystem's bug
- Fixed Armored Weapon Mount's tooltip

1.31
- Added Adaptive Phase Coils S-Mod

1.3 - New Smods and 0.95.1a!
- There is now a setting in setting.json you must set to TRUE for built-in hullmods to function like S-Mods.
- Removed Assault and Escort Package from selection (bonuses transferred to Militarized Subsystem)
- Temporarily removed Augmented Drive Field S-Mod for the time being.
- A lot of hullmods got changed. Check the forum thread to see what changed mostly.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.3
Post by: DecoyGrenadeOut on December 14, 2021, 01:31:35 AM
I tried the mod out and found out that Militarized Subsystem doubles ship supply consumption, is this intended?
Title: Re: [0.95.1a] Better Deserved S-Mods 1.3
Post by: planeswalker on December 14, 2021, 06:52:53 PM
Might be a strange question but these S mods are for the human player only yes?
Title: Re: [0.95.1a] Better Deserved S-Mods 1.3
Post by: IonDragonX on December 14, 2021, 07:21:05 PM
Might be a strange question but these S mods are for the human player only yes?
Not totally. Smods do get generated on enemies but hey sometimes make no sense at all.
BTW I'm in your general Q/A thread so you can get more answers without derailing too many threads.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.3
Post by: FreonRu on December 15, 2021, 09:30:02 AM
Good day, thanks for the mod.
1 Are there any plans to expand the mod to all hullmods? Expanding payload / fuel capacity / sensor array?
2 Are there any plans to hullmods other modders? I understand that it is probably not always easy to agree, but for a simple user it would be very exciting.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.3
Post by: Jackie on December 15, 2021, 09:38:55 AM
I tried the mod out and found out that Militarized Subsystem doubles ship supply consumption, is this intended?
An accidental edit which will be fixed promptly.
Might be a strange question but these S mods are for the human player only yes?
If AI can use S-Mods, they get the same benefits here.
Good day, thanks for the mod.
1 Are there any plans to expand the mod to all hullmods? Expanding payload / fuel capacity / sensor array?
2 Are there any plans to hullmods other modders? I understand that it is probably not always easy to agree, but for a simple user it would be very exciting.
1. I have only plans to expand the mod to vanilla hullmods that are lacking in OP when S-modded (Roughly 30 OP accordingly). Only Adaptive Phase Coils and Ballistic Rangefinder will be added for the next update. The logistic hullmods are difficult to expand since they're a go-to on logistic ships already.
2. Up to their discretion. Balancing for a S-modded Hullmod and a Hullmod itself is difficult.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.31
Post by: planeswalker on December 18, 2021, 01:47:20 PM
Thanks for making this mod, its a good idea and makes using a story point alot more impactful.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.31
Post by: Rockow on December 19, 2021, 03:37:12 AM
Found what I think is a bug, if you s mod hardened subsystems the 50% increase from the base mod is replaced with the 30 flat second increase from the s mod, easily fixed by adding stats.getPeakCRDuration().modifyPercent(id, PEAK_BONUS_PERCENT); to the s mod portion of the code
Title: Re: [0.95.1a] Better Deserved S-Mods 1.31
Post by: Darloth on December 20, 2021, 03:12:43 AM
Found a small bug:
Armoured weapon mounts description has the values for recoil and armour swapped before s-modding (that is, it says 25% armour instead of 10% armour, and 10% recoil instead of 25% recoil)
Title: Re: [0.95.1a] Better Deserved S-Mods 1.32
Post by: Jackie on December 20, 2021, 07:31:11 AM
Found a small bug:
Armoured weapon mounts description has the values for recoil and armour swapped before s-modding (that is, it says 25% armour instead of 10% armour, and 10% recoil instead of 25% recoil)
Found what I think is a bug, if you s mod hardened subsystems the 50% increase from the base mod is replaced with the 30 flat second increase from the s mod, easily fixed by adding stats.getPeakCRDuration().modifyPercent(id, PEAK_BONUS_PERCENT); to the s mod portion of the code
Thanks for making this mod, its a good idea and makes using a story point alot more impactful.
Thank you! Please redownload!
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: EvilPineapple on December 27, 2021, 10:22:50 PM
Old > New
(https://i.imgur.com/6nhLEiF.png)
Rip to my Medusa build. Do you think it'd be fair to make PD beams less impacted by HSA? Might swap over to Integrated PDAI and use IR Pulse Lasers instead.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: shoi on December 28, 2021, 12:01:43 AM
Wow great work! I can't see myself going back to a life without BDSM!
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Obsidian Actual on December 28, 2021, 12:10:53 AM
Wow great work! I can't see myself going back to a life without BDSM!

PHRASING.

 ::)

But count me in as well.
I'm just happy that these hullmods (both vanilla & BDSM) were left as editable java files, for those among us who wish to tweak some of the S-Mod benefits ourselves.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Yunru on January 02, 2022, 04:45:40 AM
It feels really weird that Expanded Missile Racks doesn't have a S-mod effect, to the point I initially thought I had a mod conflict.

Perhaps something like doubling the rate at which missile recharge (should only affect the Pilum in vanilla, but it feels better than nothing)?
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: dgchessman2 on January 02, 2022, 01:26:17 PM
I'm seeing built-in hullmods that don't have the S-mod bonus, and can't acquire it.

Is that intentional?
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: IonDragonX on January 02, 2022, 01:34:05 PM
I'm seeing built-in hullmods that don't have the S-mod bonus, and can't acquire it. Is that intentional?

Yes. Built In is a step below S-Mod. [HM [BI [SM]]]
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Jackie on January 04, 2022, 05:24:02 PM
It feels really weird that Expanded Missile Racks doesn't have a S-mod effect, to the point I initially thought I had a mod conflict.

Perhaps something like doubling the rate at which missile recharge (should only affect the Pilum in vanilla, but it feels better than nothing)?
Expanded Missile Rack is powerful enough to not require an S-Mod Bonus.

I'm seeing built-in hullmods that don't have the S-mod bonus, and can't acquire it.

Is that intentional?
I'm seeing built-in hullmods that don't have the S-mod bonus, and can't acquire it. Is that intentional?

Yes. Built In is a step below S-Mod. [HM [BI [SM]]]
You may go into setting.json and set BuiltInSMod to true. This is left false by default because it would buff some ships with built-in mods.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Yunru on January 04, 2022, 05:25:09 PM
Expanded Missile Rack is powerful enough to not require an S-Mod Bonus.
That doesn't stop it feeling wrong not having one.
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: Great Wound on January 04, 2022, 05:40:28 PM
It feels really weird that Expanded Missile Racks doesn't have a S-mod effect, to the point I initially thought I had a mod conflict.

Perhaps something like doubling the rate at which missile recharge (should only affect the Pilum in vanilla, but it feels better than nothing)?
Expanded Missile Rack is powerful enough to not require an S-Mod Bonus.


If it's powerful enough why not go the other way?

Quote
Expando Missile Racks:
Increases the ammo capacity of missile weapons by 50 percent.

SMod Bonus: Ammo capacity bonus increased to 100%
Title: Re: [0.95.1a] Better Deserved S-Mods 1.33
Post by: grinningsphinx on January 11, 2022, 01:59:48 PM
It feels really weird that Expanded Missile Racks doesn't have a S-mod effect, to the point I initially thought I had a mod conflict.

Perhaps something like doubling the rate at which missile recharge (should only affect the Pilum in vanilla, but it feels better than nothing)?
Expanded Missile Rack is powerful enough to not require an S-Mod Bonus.


If it's powerful enough why not go the other way?

Quote
Expando Missile Racks:
Increases the ammo capacity of missile weapons by 50 percent.

SMod Bonus: Ammo capacity bonus increased to 100%

My vote is for missile reload, because theres very few things that enable faster reloads.